While starting four top and one bottom or three top and two bottom are the most used strategies in terms of team deployment. The initial deployment, just like the capture of the Windmill, is temporary. Champions always have to recall to heal or buy new items and it’s not always feasible to remain camping top when five enemies push the bottom lane.
Because of the dynamic nature of Dominion teams can’t always keep the initial composition. Without an overall strategy agreed by all members they ultimately end up roaming all around the map and being ganked. Whether they agree to push as a whole or spread between top and bottom and counter-push, having a plan and adapting to situations is key to victory.
If the enemy is spread and focusing on several points and even backdooring, it pays to form a group and kill enemies with numeric advantage. For instance, the roamer can be killed when attempting a backdoor. For that, hiding in brush is useful to set-up the gank. The other members can be killed with the advantage in numbers, the less enemies there are the easier it is to capture.
If the enemy groups you can attempt a full team-fight or spread your team and capture turrets away from the enemies main group. A full group is very powerful but can’t move fast enough to counter several captures. Map awareness is especially important to prevent ganks that can ruin the strategy and leave your team unable to defend.
When facing a disadvantage, for example having two teammates dead, it’s important to play safe and avoid roaming and backdooring with champions unsuitable for fast escapes. For example, Master Yi has no problem moving fast all around the map and assisting in team-fights and with quick back-doors.
On the other hand, Annie is unable to roam. Not only does she have no way to escape, but she also can’t effectively build move speed so as to minimize walking time and get away from chases. Always try to minimize the risk of being caught and when enemies approach, flee. A roamer can effectively disrupt the enemy by simply neutralizing points.
When facing a strong defence of key points, a back-door is necessary, but if there aren’t members suitable to roam it’s better to try it in a group. Feint a push and retreat when the enemies show their intention to focus the feint. The other members can back-door and retreat more safely the more enemies are distracted. In case of a fight a group has a better chance of surviving.
A successful strategy that combines roaming and number advantage is having one champion top, one bottom and three roaming. The roamers don’t need to be specifically mobile as moving in a group usually enables them to outnumber enemies. Teams usually have a lone roamer that can be easily dispatched at a 3v1 fight. When pushing or defending a lane, the team has four members available which greatly diminishes the chances of being outnumbered.
It’s possible to dislodge said strategy by pushing a lane as a feint and then pushing the other with numeric advantage; as explained. The roamers won’t be able to move in time to support the lone defender. Regardless, it’s the flexibility of the strategies that win games in the end. Teams benefit from being able to adapt to the match’s current situation and switch tactics to gain advantage on a situational basis.
This stresses the importance of having members alive and preventing fights when outnumbered by the enemy. It’s better to retreat and push a weaker lane. By counter-pushing you can keep the advantage in captured points. It’s also viable to back-door when the enemy pushes a lane but your team is stalled by points’ defence so as to distract them.
Counter-pushing and back-doors also have the advantage of forcing the enemy to split to attend the current push and the point being lost. A split enemy is easier to outnumber. If you desynchronize the team due to healing or re-spawn time you can keep them from forming groups and coordinating attacks.
In essence, a grouped team can be countered by a spread team and vice versa. A grouped team has great offensive power but is unable to move fast. A spread team can move all around the map but can’t focus offense as affectively as a big group. If you make the most of a strategy’s advantages you can offset its disadvantages.
A full group should try to dominate team-fights to keep the enemy away from points. A spread team relies on its mobility to make the enemy unable to catch its members while they continually capture and neutralize points. Regardless, in all cases the team coordinates its actions. If members don’t play together and play solo they’ll easily fall for a team with a defined strategy.
There isn’t yet a definite strategy that can provide a constant advantage in Dominion. However, flexibility and communication may be the greatest assets for a team. They provide situational advantage and the possibility to discard useless tactics and try new ones to outsmart the opponent. By coordinating to exploit the enemy’s weakness a match can put in your favour. However, you can’t beat an expert in their own game, you have to make the enemy play yours.